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Älone together?": exploring the social dynamics of massively multiplayer online games.

, , , and . CHI, page 407-416. ACM, (2006)

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Recognizing Emotional States With Wearables While Playing a Serious Game., , , , and . IEEE Trans. Instrum. Meas., (2021)Älone together?": exploring the social dynamics of massively multiplayer online games., , , and . CHI, page 407-416. ACM, (2006)Body and mind: a study of avatar personalization in three virtual worlds., , , and . CHI, page 1151-1160. ACM, (2009)The "lonely gamer" revisited., , , , and . Entertain. Comput., 5 (1): 65-70 (2014)The life and death of online gaming communities: a look at guilds in world of warcraft., , , and . CHI, page 839-848. ACM, (2007)Activity Classification in Independent Living Environment with JINS MEME Eyewear., , , , and . PerCom, page 1-9. IEEE Computer Society, (2018)If you build it they might stay: retention mechanisms in World of Warcraft., , , , and . FDG, page 180-187. ACM, (2011)10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers., , , , and . FDG, page 105-112. ACM, (2012)A new look at World of Warcraft's social landscape., , , , and . FDG, page 174-179. ACM, (2011)Human group formation in online guilds and offline gangs driven by a common team dynamic, , , , , , and . Phys. Rev. E, (June 2009)